General Information

Lornon Sorcery is a special kind of magic that draws upon the power of the moon of Lornon. In order to use this magic, your character must be a Sorcerer or Bard and take the Lornon Bond feat. This feat's only pre-requisite is that the character be a 1st level Sorcerer or Bard.

All spells have both a verbal and somatic component unless otherwise noted.

A character can draw power from only one moon. Once a character bonds to a particular moon, he cannot ever bond to another.

Spells are organized based on spell level for Sorcerers. Bards gain a few of these spells at altered levels; double check the spell descriptions if your character is a Bard.

"Darkness": Any significant daylight foils darkness. Night, so long as the moon is not full, counts as darkness. The interior of a building with windows open during the day would generally not count as darkness.

"Blackness": Any sunlight, moonlight, or starlight foils Blackness. In addition, any carried light source brighter than a candle will also negate Blackness in the illuminated area (including areas that have shadowy illumination). A deep cave would be an example of Blackness.

This spell will instantly extinguish a Light spell or a nonmagical light source that is no bigger than a torch or lantern. This spell will not work on a sunrod or any other alchemical item, nor will it work on spells higher than 0th level.

1st Level

Black Bolt

This spell creates a bolt of abyssal energy that deals 1d8 damage +1 damage per caster level up to 1d8+5. However, when the spell in not cast darkness, the spell deals -2 damage. No attack roll is required to hit; it strikes as per a magic missile.

This spell will reduce the visual capabilities of a target, imposing a -2 penalty on attack rolls, Spot checks, and Search checks. Dim Vision will affect only one target initially, but at caster levels 4th and 7th the spell gains the ability to affect an additional target. This spell will only work on living creatures that use standard vision. Creatures with Blindsight or similar abilities are unaffected, and a creature can negate the penalty by closing its eyes (though that carries penalties of it's own).

Shadowmeld

This spell will allow a character to disappear as per Invisibility as long as the subject is at least standing in a significant shadow (the shadow must totally cover the target). Darkness or Blackness will also work for the purposes of this spell. As long as the character makes no significant moves (talking, casting a spell, attacking, or moving even one step will end the Shadowmeld, though blinking, twitching, and other insignificant movement will not) he can remain invisible as long as the spell's duration is active. If the shadow covering the character disappears for some reason, or if the Shadowmelded character is engulfed in normal illumination (such as from a Light spell or a torch coming too close), the spell ends.

2nd Level

Jutenhei's Cleaver

This spell creates an axe made of abyssal energy in the caster's hand. The blade can be shaped like any one-handed axe-like weapon, including hand axes, battle axes, and similar weapons. The caster automatically gains proficiency with this weapon if he does not already have it, though if he is already proficient with the weapon in question he gains a +1 bonus to hit. The weapon deals damage as a +1 magic weapon and can ignore 1 point of armor bonus because the blade is not entirely solid. The enhancement bonus increases to +2 at 7th level and +3 at 11th level. Apply strength bonuses normally. The weapon disappears if it leaves the caster's hand or if the duration expires.

Shield of Darkness

This spell will create a shield made of pure darkness in the caster's off hand. The shield is considered a small/light shield and has a +3 enhancement bonus. The caster gains proficiency with this shield if he does not already have it. The shield's enhancement bonus increases to +4 at 7th level and +5 at 11th level. The shield disappears if it leaves the caster's hand or the duration expires.

In addition to providing all the benefits of an enchanted light shield, the Shield of Darkness will provide it's wielder with Resist 3 versus all magical attacks (but not attacks made by magical weapons).

3rd Level

Black Ichor

This spell will inject the target with a foul black poison, dealing 1d6+1 points of damage to Strength and Constitution (both initial and secondary) and 2d8 damage. A successful Fortitude save reduces the damage (both conventional and ability score damage) by half, to a minimum of 1 point of Strength or Constitution damage. A character can only be affected by one Black Ichor spell per minute; additional castings before the minute has passed have no effect.

Jutenhei's Strength

Jutenhei's Strength grants a character a +4 bonus to Strength, Dexterity, and Constitution. While under the effects of this spell, a character automatically Power Attacks each round if his weapon could normally be used for Power Attacking, suffering a -4 penalty on attack rolls (the Strength bonus negates some of this penalty) and dealing an extra 4 or 8 damage depending on whether or not the character is using a one or two handed weapon. This spell does not stack with Jutenhei's Fury.

4th Level

Abyssal Explosions

This spell will create three seperate 10 foot radius explosions of abyssal energy that deal 1d6 damage per caster level (explosions that overlap do not cause additional damage). A successful Reflex save will halve the damage. The center points of any explosion must be within thirty feet of at least one other explosion. At caster level 12, the caster gains a fourth explosion; a fifth and sixth are gained at caster levels 16 and 20 respectively.

5th Level

Power of the Bat

This spell will give the target Blindsight (60 feet), bat wings that allow flight at the character's base land speed, a +4 bonus to Dexterity, a sonic attack (one target, range 60 feet, 3d6 sonic damage, as a standard action) and a +2 natural armor bonus. Additionally, the character can drain blood to restore his own health. The target must be of the same type (humanoid, dragon, etc) and either willing or helpess. The character can drain 1d4 hit points worth of blood from the target and restore his own health by an equal amount. A dead target cannot be blood drained, which means that a target can only be drained down to his death threshold.

6th Level

Jutenhei's Fury

Jutenhei's Fury grants a character a +8 bonus to Strength, Dexterity, and Constitution. While under the effects of this spell a character automatically Power Attacks each round if his weapon could normally be used for Power Attacking, suffering a -6 penalty on attack rolls (the Strength bonus negates some of this penalty) and dealing an extra 6 or 12 damage depending on whether or not the character is using a one or two handed weapon. Additionally, a character under the effects of this spell gains a +2 bonus to Will saves and 3 temporary hit points per caster level. This spell does not stack with Jutenhei's Strength.

7th Level

Drain Life

This spell will suck the life force from one living creature and transfer it to you. Drain Life saps 1d6 hit points per caster level. A ranged touch attack is required to hit, and the target receives a Fortitude save to halve the damage. Drain Life does not work on constructs, or nonliving creatures. If this spell is cast on undead, it works in reverse; the target receives healing while the caster suffers damage.

If the caster of this spell is undead, then he must use it on other undead to gain life; casting it on a living creature will cause damage to the undead caster.

8th Level

Black Parasite

This spell will create a life draining parasite inside the body of a living creature. Each round, the parasite automatically drains 1d6 points of Constitution from the target as long as the caster is able to spend a Swift action concentrating on it. If the caster is unable to concentrate, the parasite remains dormant up until the duration expires; the caster can stop concentrating one round and resume on a later round if he wishes. If this spell kills it's target, the corpse shrivels into a withered husk, and the target is unable to be restored by Last Breath.

Killing or incapacitating the caster will end this spell.

9th Level

Annihilate

This spell calls on the power of Lornon's black core, inflicting serious damage on all enemy creatures within 60 feet of the caster. The pitch black tendrils this spell conjures deal 1d8 damage per caster level, maximum 25d8. If this spell is cast in darkness, the caster gets a damage bonus of +1 per die. If it is cast in blackness, all targets take a -2 penalty to their Reflex saves.